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One D&D Expert Classes Playtest Document Is Live
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<blockquote data-quote="Hussar" data-source="post: 8796074" data-attributes="member: 22779"><p>True, but, when adding new rules, you can go the lazy route and simply not connect the new mechanics to anything. So, your ship to ship combat rules aren't really tied to any existing rules, but, live off to the side and only apply when one ship attacks another ship. Just as an example. Additionally, since you are adding rules to existing rules, you can usually look at similar rules to get a pretty decent ballpark for balance. Might not be exact, but, it's not too far off either.</p><p></p><p>For example, if you were to build a psionic system onto D&D, you could certainly look at the existing spell system and extrapolate what effects should come into the game at what level from there. Again, not perfect, but, certainly doable.</p><p></p><p>And, I'd say a lot easier than trying to remove stuff once it's in there.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8796074, member: 22779"] True, but, when adding new rules, you can go the lazy route and simply not connect the new mechanics to anything. So, your ship to ship combat rules aren't really tied to any existing rules, but, live off to the side and only apply when one ship attacks another ship. Just as an example. Additionally, since you are adding rules to existing rules, you can usually look at similar rules to get a pretty decent ballpark for balance. Might not be exact, but, it's not too far off either. For example, if you were to build a psionic system onto D&D, you could certainly look at the existing spell system and extrapolate what effects should come into the game at what level from there. Again, not perfect, but, certainly doable. And, I'd say a lot easier than trying to remove stuff once it's in there. [/QUOTE]
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One D&D Expert Classes Playtest Document Is Live
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